Traveler *still* not working

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nobodyimportant
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Traveler *still* not working

Post by nobodyimportant » April 27th, 2019, 12:11 am

I have no idea whether it's actually traveler or something else, but this is driving me up the wall.
a) I created a family in the future. with one human and 9 plumbots. Everything worked fine thanks to one of your mods that removes the 8 sim limit.
b) The human died. I used the mood remote control reward to fix the grieving bots. This (or something else) however meant that the opportunity to make the ghost selectable never came.
c) Then i waited for the ghost to show up because one of these times it made itself some food and i thought i could get it to eat the ambrosia by fyring it with the mood controller, making it hungry. But the ghost never appeared again for weeks, probably because i put the tombstone on a foundation? I have no idea what this is.
d) The 'DEBUG Spawn Selectable Ghost' option in the debug menu did nothing. Literally nothing happened. Could this be because the script fails thanks to the family extension beyond 8 sims being incomplete?
e) I clicked on 'DEBUG Resurrect' with the result that the sim got resurrected, remained unselectable no matter what i tried with 'Options: Sim/Make NPC-Make Selectable', walked off the lot and got completely deleted out of the game permanently.
e) I also tried moving 8 plumbots out to see if maybe the problems could be resolved once i reload by making the household smaller, since this was my plan all along, i just wanted them to witness the resurrection. This however also did not work. Despite being created in the future, on their future phones they only have the "real estate and travel" option with the option to "buy vacation home", and on the holo computer they have "buy future home". Literally no options for anyone to move out in any way, anywhere.
f) Porter did absolutely nothing, it just packed up a couple of sims leaving the original ones in place.
g) The Debug menu on one of the owned lots (and i have no idea what type it was what the hell even is the difference between normal and residential???) allowed me to put the sims i wanted there.... which resulted in the sim left on the original lot still having all of them in his familty tree, but all of the other bots family trees as well as the "family plumbot" relation from the relationship tab being gone.

All this means that a save i had lots of fun with and which was a preparation for a larger intrigue spanning a lot more families and neighborhoods is now essentially unplayable until i find a way to not have the above problems.
Please please someone help.


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igazor
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Traveler *still* not working

Post by igazor » April 27th, 2019, 3:52 pm

I'm not the best person to be answering here as I have never been a heavy ITF player. But until one comes along,I can offer some insight into some of the things you are seeing.

I could be getting this wrong, but I got a bit lost in the beginning there. You are playing Oasis Landing as if it is a homeworld? There are certainly many futuristic custom designed worlds out there to play, but I believe there are limitations as to how much ordinary present time gameplay features can extend into the actual future.

c) A foundation is a platform upon which buildings are constructed so as to raise them and everything in them above ground level. You likely already knew that, but if someone is telling you not to put graves on a foundation, this is probably (?) what they mean.

d & e1) The debug commands in DebugEnabler are EA's, not programmed by the mod developers. The DE mod only makes them available to the player by its interfaces, it does not change their programming. Those are really on a "try at your own risk" kind of basis.

e2) Because again OL is not meant to be a permanent homeworld. But does MasterController's Add Sim, to other lots thus away from the one in question, not successfully provide a way to split the household?

f) The purpose of Porter is to pack up copies of sims and households one is intending to then place in a new (to them) world or game. It isn't supposed to have any impact on the world or game being portered up from and is most typically used when abandoning the original one.

Hopefully someone else can fill in the rest of the gaps if they can see where you are intending to be going here.

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Traveler *still* not working

Post by Chain_Reaction » April 27th, 2019, 9:12 pm

It sounds like you're trying to do things the game wasn't designed for off hand and it's creating a frustrating experience. First off, the fact that you're only getting vacation home options makes me assume you're just visiting the future world on vacation which means you're never going to get any opportunity about resurrecting ghost or be able to move. The future world is not designed to act like a homeworld.

I'm not even 100% certain you'll get the opportunity given the future worlds different internal classification but you should toggle Traveler's Treat As Vacation option to false to get more homeworld options.The future world doesn't even have a science rabbithole so unless you've placed one the chance of the opportunity is 0.

I'm not aware of issues with foundations and ghosts and blindly playing around with DebugEnabler options is dangerous as igazor said, just fyi.

Using MasterController's Add Sim function should allow you to find the ghost in the Dead filter and add them to your household as a playable ghost.

nobodyimportant
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Traveler *still* not working

Post by nobodyimportant » April 28th, 2019, 12:24 am

Thanks for the replies guys!
igazor:
a) I'm not using it as a homeworld i just wanted to create a custom family in the future a few members of which would travel back into the past along with my main sim visiting the future. This is when i ran into trouble.
c) I meant that once i placed the grave on a foundation it stopped spawning the ghost. For over an in game week despite it spawning every other day before.
d) That... doesn't really relate to my question lol. I asked whether that debug command was possibly failing because it tries to add the ghost in a way that checks for the 8 sim household limit in some way that wasn't disabled by the nraas mod that normally disables the household limit. (Portrait panel or MC or i dunno which one it was). So while the household limit check is disabled for other things it's not disabled for whatever function the ghost would use. Which might also be the reason why the opportunity doesn't appear.
e2) This is what i addressed in g), since the normal way doesn't work because of the incredibly weird/dumb way the neighborhood is handled.
f) Ah okay....
g) I did do the Add Sim function and that resulted in the family ties being completely broken. The one sim on the original lot remembered them as family members (but in the relationships tab the icon still wouldn't show up), while the ones that i did move to the new lot with AddSim lost all family relations to the original household and each other in the new household. In other words that command did not do what it should have done.

Chain_Reaction:
-I mean... i've had inordinate amount of difficulties until i was able to switch to a family i wanted to play with in the future, but in the end things seemed to work normally.
-The treat as vacation thing is a good idea. A great one in fact that i have utilized extensively in the past. I completely forgot about it because the family really does seem like an actual future family not just vacationing there. I also forgot because i had to quit playing the game for a year or so since my computer became too slow for it and only now with additional memory, and other cache trickery does it run somewhat smoothly, though i still am heavily considering making a ram pseudo HDD partition and putting all my virtual memory onto there, since that 64 bit wrapper project seems to have died, and it is incredibly frustrating to be have stuttering almost every second with neither RAM not CPU being used more than minimally.
-The future world does have a science rabbithole combined with the medical center as i've been told is the case in other worlds too.
In fact i can go sell ghosts there from the Ambitions EP ghost hunter career. So this isn't the problem.

Anyway i'm going to go ahead and try that, thanks!

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Traveler *still* not working

Post by nobodyimportant » April 29th, 2019, 5:25 pm

Well that didn't work.
I managed to add the ghost to the family via MC and then resurrect it.
However i see no way of actually splitting the family... or even moving the family out.
The option you mentioned is simply not present in the Traveler menu...
Moving them out could work on the world editor screen, but there is no option to split them up there either.

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Traveler *still* not working

Post by nobodyimportant » May 2nd, 2019, 6:53 am

To anyone who might have a similar issue, you can split the household and move parts out by switching to a different household (with MC for example) and then clicking on the lot in edit town.
This works perfectly fine even though the options to normally move out and split the household are missing.

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Traveler *still* not working

Post by Chain_Reaction » May 2nd, 2019, 7:10 pm

I'm confused. You said add sim somehow wrecked your family tree but it worked through edit town? It runs the same code. You don't even have to switch households, just add sim by clicking the ground on the lot you wish to move them to.

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